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Old Aug 1st, 2016, 04:13 PM
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House Rules

This thread will be updated with changes to the base Pathfinder rules as they are added and will be organized every so often. If something appears to be out of place, it probably is.

Fractional BonusesInstead of following the basic multiclassing rules in regards to Base Attack Bonus and Base Saves, the Daenex Sector makes use of the Fractional Bonus system detailed in Pathfinder Unchained and available, legally, here. If you have any questions, feel free to message a GM.
Class-Based AC BonusCharacters in the Daenex Sector often forgo wearing bulky protective equipment, trusting to the experience they've gained carving out a life in a rough, tough region of space. As such, characters gain a bonus to their AC and Touch AC as they gain levels, the power of which varies based on class. Characters follow the column for the class they have levels in with the best bonus. These bonuses only apply when not wearing armor, and carrying no more than a Light Load. If an Archetype changes a class's starting Armor Proficiency, use the column appropriate for the Archetype's proficiency rather than the base class. If a character takes a feat to improve their armor proficiency, their bonus from this feature does not change.

LevelArcanist, Monk, Psychic, Sorcerer, Unchained Monk, Witch, WizardNo ArmorAlchemist, Bard, Brawler, Gunslinger, Investigator, Kineticist, Magus, Mesmerist, Rogue, Spiritualist, Summoner, Swashbuckler, Unchained Rogue, Unchained SummonerLight ArmorBarbarian, Bloodrager, Cleric, Druid, Hunter, Gunslinger, Inquisitor, Medium, Occultist, Oracle, Ranger, Shaman, Skald, Slayer, Summoner, Unchained Rogue, VigilanteMedium ArmorCavalier, Fighter, Paladin, WarpriestHeavy Armor
1+2+3+4+6
2+2+3+4+6
3+3+4+5+7
4+3+4+5+7
5+3+4+5+7
6+4+5+6+8
7+4+5+6+8
8+4+5+6+8
9+5+6+7+9
10+5+6+7+9
11+5+6+7+9
12+6+7+8+10
13+6+7+8+10
14+6+7+8+10
15+7+8+9+11
16+7+8+9+11
17+7+8+9+11
18+8+9+10+12
19+8+9+10+12
20+8+9+10+12
Alternate Racial TraitsORC: Fierce Mind: an orc spellcaster treats their Intelligence, Wisdom, or Charisma score (chosen at 1st level) as 2 points higher when determining the highest level of spells they can cast, the number of spells they can cast per day, their spell save DCs, their number of spells known at 1st level, and any effects of their spellcasting class abilities determined by that ability score. This replaces Ferocity.
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Last edited by Ziether; Aug 16th, 2016 at 12:39 PM.
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Old Aug 16th, 2016, 11:54 PM
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”Skills and Feats”
”Background Skills”Games in the Daenex Sector wish to expand the player characters’ options, and as such use the Background Skills variant rules system as detailed in Pathfinder Unchained. Two extra skill points are awarded for each level a character attains, but they must be spent in skills designated as “Background Skills”. Two new skills are introduced. For further information, follow the above link. If you have any questions, feel free to contact a Game Master.
”Skill Changes”All skills available in the base Pathfinder game are also available in this setting. In addition, a sub-skill has been added and additional uses for other skills are available:

Craft (Starships) is used to create or repair spacegoing vessels or other relatively high-tech modes of transportation.

Knowledge (Engineering) can be used to get information about technological items or vehicles. Understanding how things work falls under this sub-skill.

Profession (Pilot) is used when skill at managing a vehicle (including starships) is called into question. Profession normally functions under Wisdom, but this sub-skill is given the choice of either Wisdom or Dexterity. Wisdom represents a character’s understanding of the intricacies of vehicle operations to pilot better, while Dexterity represents swift seat-of-the-pants flying.
”Feat Changes”Pathfinder has feat taxes. It’s just part of the game. Play-by-Post games are slow, and often don’t progress through levels at a rate that is conducive to attaining all the necessary feats for things, making play cumbersome for longer periods of time. With that in mind, I am streamlining feats somewhat. The ideas for these changes are not mine, but I am not incorporating all of the changes I have seen in my perusals of the great wide internet. Alterations are as follows:

Weapon Focus and similar feats dependent on choosing a single weapon are changed to apply to an entire Fighter Weapon Group rather than a single weapon type. Weapon Focus (Close Weapons) is a legitimate option, for example.

Weapon Finesse is eliminated. Instead, characters may add their Dexterity modifier instead of their Strength modifier (it is a choice) with all Light Weapons, and any other weapon previously suitable for Weapon Finesse. Those weapons have the “Finesse” property. Additional weapons may gain the “Finesse” property through feats or class abilities.

Combat Expertise is eliminated. Feats requiring Combat Expertise no longer have it as a prerequisite. Instead, any character with a +1 or higher Base Attack Bonus may make use of Combat Expertise’s effect at their discretion.

Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal and [/B] Improved Trip[/B] are all combined into Deft Maneuvers. Deft Maneuvers eliminates the attack of opportunity provoked by attempting any of the affected combat maneuvers, and provides a +2 bonus to those combat maneuver checks.

Power Attack is eliminated. Like Combat Expertise, its effect is available to any character with a +1 or higher Base Attack Bonus.

Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder are all combined into Powerful Maneuvers. Powerful Maneuvers eliminates the attack of opportunity provoked by attempting any of the affected combat maneuvers, and provides a +2 bonus to those combat maneuver checks.

Point-Blank Shot is eliminated as a prerequisite for *anything*. It is still available for characters that want its effect. Precise Shot replaces Point-Blank Shot as a prerequisite for any effect that previously required Point-Blank Shot.

Improved Two-Weapon Fighting and Greater Two-Weapon Fighting are merged into one feat, keeping the name Improved Two-Weapon Fighting for simplicity’s sake. New prerequisites are 17 Dexterity, Two-Weapon Fighting, and Base Attack Bonus +6. In addition to the normal effects of Improved Two-Weapon Fighting, when the character reaches a Base Attack Bonus of 11, they gain another iterative attack with their off-hand.
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